-Couple of dark areas (4th and 5th screenshot specifically).
-Overall kind of bland and low-contrast color scheme with dark shades of green and grey. Not really the bright distinguishable high-contrast materials found in TF2 today (though that's more of a thing going for the Mayann pack (with exceptions) itself).
-Off-grid angled T-shaped building makes me moist (and delicious, muhaha)
-Last area with the lake reminds me of a certain human reproduction organ found in females when viewed from the top-down view (the map, not the female).

This is legitimately one of the strongest community-made Payload maps I've ever played.

From an aesthetic standpoint, the map stands out from other Mayann-made maps. From the first point to the last, whether you're playing on RED or BLU, you're met with striking visual after striking visual, the likes of which are memorable and even help players remember where everything is in relation to each other.

From a gameplay standpoint, the map is full of bold, interesting choices such as the big, wide-open room at the beginning, the elevated middle platform overlooking second, the interesting double-decker platform near third, the lake surrounding last, and all the smaller unique choices which come together to make a fresh dynamic at each stage of the map.

From a game flow standpoint, I can't comment on the most recent version, but I remember testing pl_ququmannz_b1 many months ago, and even with that early version, I remember thinking that the map flowed very naturally, without needing to make use of any of artificial barriers such as the doors on Snowycoast and Barnblitz or the multiple stages of Goldrush and Hoodoo.

I sincerely hope that you finish the textures and/or models soon, because this is a map I really don't want Valve to skip over simply because of all the giant "WIP" signs dotting the environment. Keep up the good work, guys!

____

Anyhow, I found two noticeable culling issues as I ran through this map. The first one, visible when going towards last, is small, but definitely noticeable in-game, since I saw it without even looking for it.

Again, those are small details, and the difference isn't as big in pictures as it is in motion. As it was obvious to me while I was just running around the map, though, I thought it was worth mentioning.

The much more glaring issue, though, relates to a side-tunnel after the second point which I think you added in a recent version of Ququmannz.

You're cutting it so damn close, but the map looks incredible! Even if it doesn't get accepted for the update (which would be understandable considering that this update is so last-minute, Valve have their own PL map, there are at least 10 other community-made jungle PL maps on the Workshop), I can totally see Ququmannz doing a Snowycoast and getting accepted in the update after the one it was made for.

Hey I played the map on the VNN server earlier, had a lot of fun actually.

I think this plane is too shiney, which you should be able to adjust in the vmt cubemap settings of the texture:

There were these crate pieces in forward red spawn that I got caught on when I spawned and my screen jumbled around all crazy, if collisions are intentionally enabled maybe just push the player spawn up a tiny bit more: